Following the news that a
Wheel of Time TV series is now officially in development with a major studio, here are the third and fourth parts of my blog series
The Wheel of Television: Bringing The Wheel of Time to the Screen. It's worth checking the original posts for the interesting commentary from readers:
Part 3 and
Part 4.
Part 3: Shaping the Story
Originally published: 25 March 2012
In the first
two parts of this article series, I argued that the current plans by Red Eagle Entertainment and Universal to turn
The Wheel of Time
into a series of movies were impractical and unrealistic, and that
adapting the books into an ongoing television series was more logical.
This especially makes more sense in the wake of the success of fantasy
TV projects such as Sky's
Discworld TV movies and of course HBO's
Game of Thrones.
I concluded that getting the series made by one of the three big
remaining cable channels (Starz, AMC or Showtime) was essential to give
the project the right combination of high production values and a decent
amount of time to adapt the complex storyline.
Story into Seasons
In the second article I suggested that it would be possible to adapt
The Eye of the World and
The Great Hunt
(the first two books in the series) into one 12-episode television
season. On paid cable, lacking advertisement breaks, this mean just
under six hours to adapt each book to the screen (or three times as much
time as a possible film adaptation). Whilst tight, this would be doable
without too many storylines or characters cut. Later seasons could be
more problematic (particularly adapting the 1,900 pages of the fifth and
sixth books,
The Fires of Heaven and
Lord of Chaos, into
just twelve hours) though the hope is that the series would be such a
success that later seasons could expand to maybe 16 episodes each (as
AMC has recently done with the third season of
The Walking Dead).
At the same time, the later books in the series - particularly the
eighth through eleventh - have some pacing problems and issues that the
TV adaptation would do well to avoid by compressing the more stationary
parts of the story into a shorter space of time, and perhaps moving
things around.
Overall, I envisage the following structure as being potentially successful (note:
SPOILERS for people who have not read the books):
Season 1:
The Eye of the World and
The Great Hunt
This season introduces the principal storylines and characters.
Thematically it is Rand's story of self-discovery as he uncovers the
truth of his birth and his destiny and initially tries to reject it.
Season finale: the battle between Rand and Ba'alzamon at Falme and the
destruction of the Seanchan expeditionary force by the Heroes of the
Horn of Valere.
Season 2:
The Dragon Reborn and
The Shadow Rising
This season sees Rand investigate the truth of his background and what
he is fated to do. He decides to seize the reigns and take control of
his own destiny and recruit his own allies. Season finale: Rand uniting
the Aiel clans at Alcair Dal.
Season 3:
The Fires of Heaven and
Lord of Chaos
The turning-point of the series as Rand (and, to a lesser extent, his
friends) become famous and major players in the affairs of governments
as the continent falls into warfare and chaos. Season finale: the Battle
of Dumai's Wells, naturally.
Season 4:
A Crown of Swords,
The Path of Daggers and
Winter's Heart
Rand consolidates his gains and alliances, confronts the resurgent Seanchan and, ultimately, challenges the Dark Ones taint on
saidin. Season finale: the Cleansing.
Season 5:
Crossroads of Twilight,
Knife of Dreams and
The Gathering Storm
Rand's journey into the heart of darkness and, ultimately, out of the
other side. Season finale: Rand's epiphany atop Dragonmount and Egwene
reunifying the Aes Sedai in the face of the Seanchan threat.
Season 6:
Towers of Midnight and
A Memory of Light
Rand finally confronts the Dark One. Season/series finale: the Last Battle.
Of course, if the first two or three seasons are successful it might be
possible to extend the series to seven seasons and cover two books per
season, which would be easier in many ways. However, the slowing of the
pace in the latter books as the story expands to cover ever more
storylines and minor characters and the moving away of the focus from
Rand and the other core characters is something that I feel on TV should
be avoided. Post-Dumai's Wells, I also feel the story should start
accelerating and moving decisively towards the ending.
With this structure, it should be possible to get the entire story of
The Wheel of Time
done in six years and 70-80 episodes. The majority of storylines and
characters from the books would appear on-screen and the adaptation
would be relatively faithful, and certainly far moreso than in a series
of film adaptations.
Next time: the challenges of showing the One Power, Trollocs, Ogier and massive armies on a TV budget.
Part 4: Practicalities
First published: 2 June 2013
In the first
three parts of this article series, I argued that the current plans by Red Eagle Entertainment and Universal to turn
The Wheel of Time
into a series of movies were impractical and unrealistic, and that
adapting the books into an ongoing television series was more feasible.
This especially makes more sense in the wake of the success of fantasy
TV projects such as Sky's
Discworld TV movies, the BBC's recently-concluded
Merlin and of course HBO's
Game of Thrones.
I concluded that getting the series made by one of the three big
remaining cable channels (Starz, AMC or Showtime) was essential to give
the project the right combination of high production values and a decent
amount of time to adapt the complex storyline before going on to
address the issue of how you structure the series from a top-down
approach. In this part I address several major technical and practical
issues standing in the way of adapting the books to television.
Sets and Locations
If
there is one major cost saving that TV shows have over movies, it's
sets. A film with a budget in the tens of millions of dollars can afford
to construct a specific set for each and every scene, and use a different
location in every other shot. TV shows spread their costs more widely by
the use of regular, recurring sets. Think of the bridge of the
Enterprise in
Star Trek, the throne room in
Game of Thrones or the school library in
Buffy the Vampire Slayer. You can spend a fair bit of money on an impressive set and then spread that cost over dozens of episodes.
With
Wheel of Time,
there is one rather huge problem: there is no single standing set that
could be constructed and re-used a lot in the first season (if you recall, in
the hypothetical plan we are discussing the first season would adapt the
first two books,
The Eye of the World and
The Great Hunt).
The first two books are constantly on the move, taking the characters
from the Two Rivers to Baerlon to Shadar Logoth to Whitebridge to
Caemlyn to Shienar, and thence to Tar Valon, Cairhien and Falme. Later
in the series we would get standing sets and regularly-appearing
locations, such as the Royal Palace in Caemlyn and the White Tower in
Tar Valon (which would debut in the first season, but would not be
revisited until later), but it's a while before such places recur
regularly.
This is fairly headache-inducing, although compensated for to some
extent by how much of the first two books takes place outdoors. This
brings its own headaches in terms of the expense and practical issues of
location filming (dealing with the weather and so on), but at least is
better than having to build dozens and dozens of different sets and then
discard them. A surprising number of locations in the first two books
are in fact pubs of different description (the Winespring Inn in Emond's
Field, the Queen's Blessing, the inn in Cairhien that Rand, Hurin and
Loial stay in etc). A standing 'pub set' could be built, possibly in
modules, with walls and partitions that can be switched around. Combined
with redressing and the use of different camera angles, this can turn
one set into several different locations. The same principal can be
applied to shops, houses and even palaces (the Royal Palace of Caemlyn
could pull double-duty as Fal Dara, for example, if you dropped in a few
partitions and redressed things).
For location filming,
Wheel of Time does have some problems with
how much of it is set in large cities (especially later on, when scenes
unfold near-simultaneously in Caemlyn, Cairhien and Ebou Dar). Caemlyn,
for example, would likely have to be a real medieval-looking city,
possibly in Europe, just as both Mdina in Malta and Dubrovnik in Croatia
have stood in for King's Landing on
Game of Thrones. Given the
weird and otherwordly nature of Shadar Logoth, on the other hand, it
might be possible to get away with realising that city through small
set-pieces and CGI backdrops (CGI is of course a powerful and useful
tool but we are not at the stage yet where full CGI sets and locations
are believable or affordable on such a scale).
As for where the series should be filmed, there are quite a few options.
Eastern Europe is both affordable and would have the right look for
most of the main continent. The Republic of Ireland (probably not
Northern Ireland, since a lot of the more interesting locations have
already been used by
GoT) would also be an attractive option.
Morocco or the American West (heavily CGI-enhanced) could also be viable
options for the Aiel Waste.
Costumes
Costuming is probably the least-challenging aspect of the production,
thanks to both Robert Jordan's clear descriptions in the books and the
availability of costumes and costumer designers familiar with the
appropriate period.
"Awesome. I want 100,000 of them for the next shot."
Prosthetics
Wheel of Time features a large number of non-human creatures,
including the friendly Ogier and the hostile Shadowspawn: Trollocs,
Myrddraal, Draghkar and so on. Some of these creatures appear
infrequently enough that they can be rendered in CGI: the Green Man
immediately comes to mind. Draghkar and Darkhounds also appear
infrequently enough that this should be viable. Trollocs and Ogier are
more difficult to achieve. Loial is a fairly major character with a lot
of screentime. Rendering him in CGI would require a Gollum-level
performance and technology to achieve satisfactorily, neither of which
may be available on a TV budget and time schedule. On the other hand,
prosthetics/animatronics large enough to depict the Ogier as described
in the books may be stiff and unconvincing. This is something that would
require screentesting to find the best solution.
It should be possible to depict Trollocs by just using large extras with
prosthetics. A mix-and-match of prosthetics could be made available to
blend the different animal parts together to make each Trolloc unique
(or as unique as possible), rather like how the creatures themselves are
created in the books. CGI would be used for scenes with large numbers
of Trollocs (which is most of them) to render more of them in the
background.
"More lightning bolts!"
"Not too many, they cost $10,000 a time!"
The One Power
The One Power is one of the most detailed magic systems ever created,
with a lot of complex rules on how it works, how it's detected and what
the different types of the Power can do. Depicting the One Power on
screen risks looking cheesy - people sticking their hands out and
firebolts roaring off - and depicting people glowing when they embrace
the Source could be confusing (as only those able to use the Power can
sense it when others are using it).
The best way to handle this is as it is in the books, with 'our'
characters initially unable to see or sense the Power itself, only its
effects (i.e. someone pointing and the ground exploding or mist
appearing). As our core characters become more acquainted with the
Power, then we can start to see POV shots from them, showing the glow of
the Power (I'm thinking a subtle haloing effect rather than people
blazing with the light of a thousand suns). We'll only see this if we
have a POV character in the scene who can sense the Power, otherwise
they'll just see the effects.
A related issue is how to handle the issue of Aes Sedai ageing. As
book-readers know, Aes Sedai gain an 'ageless' appearance as they get
older, so that it becomes impossible to tell whether a woman is in her
20s or 40s (and that appearance may be only a reflection of their true
age, as Aes Sedai can live for several centuries). Such an effect would
be prohibitively expensive to achieve with CGI - 'de-aging' Moiraine
alone in her every appearance in the series would cost a fortune, not to
mention the problem being exasperated when a dozen Aes Sedai appear in
the same scene - so this would have to be a practical make-up effect. If
unconvincing or too odd-looking, this may have to be an element from
the books that is dropped or perhaps changed to something less notable.
There are obviously a lot more complexities and practicalities that
would have to be addressed to make these books into a TV show, but these
were a few thoughts on how you'd achieve some basic questions.
This may be the last entry in this blog series, though I may do one more
focused on how you'd write and structure the first episode, to put some
of these ideas into practice.